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Development of a Gamified Book Reading and Literacy Engagement App
  1. case
  2. Development of a Gamified Book Reading and Literacy Engagement App

Development of a Gamified Book Reading and Literacy Engagement App

rst.software
Education
Consumer products & services

Identified Challenges in Promoting Reading Engagement and Organizing Personal Book Collections

The client faces difficulties in engaging children and adults in consistent reading habits, managing diverse personal book catalogs, and facilitating gift-giving through sharing wishlists. Existing solutions lack a user-friendly, visually appealing interface suitable for younger audiences and do not incorporate gamification to motivate ongoing reading activity. Additionally, integration with external book databases is needed to streamline catalog management and wishlist creation.

About the Client

A mid-sized educational technology company focused on promoting reading habits among children and families, seeking a mobile and web platform to encourage reading and organize personalized book collections with gamification elements.

Goals for Developing a Gamified Literacy Engagement Platform

  • Create a cross-platform mobile application and web system to manage personal book libraries, track reading progress, and set reading goals.
  • Implement gamification features such as achievement systems and virtual rewards (e.g., growing virtual trees) to motivate users, especially children, to read more regularly.
  • Develop a comprehensive wishlist and gift reservation platform allowing users to share, manage, and reserve books for gifting purposes.
  • Ensure integration with external book databases to enable automatic cataloging via ISBN and streamline wishlist management.
  • Design an intuitive, visually engaging interface suitable for children and adults, supporting both registered and non-registered users.

Core Functional Requirements for the Reading and Wishlist Platform

  • Complete book catalog management including personal owned books and reading progress tracking
  • Personal goals setting with progress visualization
  • Achievements and reward system to incentivize regular reading
  • Virtual gamified elements, such as growing trees, to enhance engagement for younger users
  • Complete ISBN database integration for seamless catalog addition
  • Family profiles and multi-user support
  • Wishlist management with sharing options and reservation capabilities
  • Anonymous and recipient-specific reservations for gift purchases

Preferred Technology Stack and Architectural Approach

React Native for cross-platform mobile app development
React.js for web frontend development
Node.js backend with Hapi framework
Cloud hosting on Google Cloud with Kubernetes orchestration
Firebase for user engagement and real-time features
External ISBN database integration for automatic cataloging

External System and Database Integrations Needed

  • External book ISBN database for cataloging
  • Cloud services for data storage and user authentication
  • Payment or reservation systems for gift purchase management (if applicable)

Key Non-Functional System Requirements

  • Mobile and web platform responsiveness and high availability
  • Scalability to support growing user base and catalog data
  • Performance optimization for smooth user experience
  • Security measures for user data privacy and secure reservations
  • Usability tailored for children with simple, engaging UI

Projected Business Impact and Outcomes of the Platform

The new platform aims to increase user engagement in reading activities through gamification, aiming for a 30-50% increase in regular reading habits among children and families within the first year. It will streamline personal library management and gift-giving processes, enhance social sharing, and foster a lifelong record of reading accomplishments. Improved user retention and satisfaction are expected as a result of an engaging, easy-to-use interface combined with motivating gamification features.

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